#***************************************************************************** # @author MakerYang # @site mir2.makeryang.com #***************************************************************************** extends Node # 数据结构 var data = { "account": { "token": "", "area_token": "", "player": {} } } # 获取用户Token func get_token() -> String: return data["account"]["token"] # 更新并返回用户Token func update_token(token: String) -> String: data["account"]["token"] = token return data["account"]["token"] # 获取用户服务区Token func get_area_token() -> String: return data["account"]["area_token"] # 更新并返回用户Token func update_area_token(token: String) -> String: data["account"]["area_token"] = token return data["account"]["area_token"] # 获取用户玩家角色信息 func get_player() -> Dictionary: return data["account"]["player"] # 更新并返回用户玩家角色信息 func update_player(player: Dictionary) -> Dictionary: data["account"]["player"] = player return data["account"]["player"] # 获取用户玩家角色Token信息 func get_player_token() -> String: return data["account"]["player"]["token"] # 获取玩家昵称数据 func get_player_nickname(player: Dictionary) -> String: return player["player_nickname"] # 获取玩家性别数据 func get_player_gender(player: Dictionary) -> String: return player["player_gender"] # 获取玩家余额数据 func get_player_balance(player: Dictionary) -> String: return player["player_balance"] # 获取玩家积分数据 func get_player_integral(player: Dictionary) -> String: return player["player_integral"] # 获取玩家等级数据 func get_player_level(player: Dictionary) -> int: return player["player_asset_level"] # 获取玩家角度 func get_player_angle(player: Dictionary) -> int: return player["player_angle"] # 更新并返回玩家角度 func update_player_angle(player: Dictionary, angle: int) -> int: player["player_angle"] = angle return player["player_angle"] # 获取玩家生命值数据 func get_player_life(player: Dictionary) -> int: return player["player_asset_life"] # 获取玩家生命值百分比数据 func get_player_life_percentage(player: Dictionary) -> float: return (float(player["player_asset_life"]) / float(player["player_asset_life_max"])) * 100 # 获取玩家生命值格式化数据 func get_player_life_format(player: Dictionary) -> String: return str(player["player_asset_life"]) + "/" + str(player["player_asset_life_max"]) # 获取玩家魔法值数据 func get_player_magic(player: Dictionary) -> int: return player["player_asset_magic"] # 获取玩家魔法值百分比数据 func get_player_magic_percentage(player: Dictionary) -> float: return (float(player["player_asset_magic"]) / float(player["player_asset_magic_max"])) * 100 # 获取玩家魔法值格式化数据 func get_player_magic_format(player: Dictionary) -> String: return str(player["player_asset_magic"]) + "/" + str(player["player_asset_magic_max"]) # 获取玩家负重数据 func get_player_weight(player: Dictionary) -> int: return player["player_asset_weight"] # 获取玩家负重百分比数据 func get_player_weight_percentage(player: Dictionary) -> float: return (float(player["player_asset_weight"]) / float(player["player_asset_weight_max"])) * 100 # 获取玩家负重格式化数据 func get_player_weight_format(player: Dictionary) -> String: return str(player["player_asset_weight"]) + "/" + str(player["player_asset_weight_max"]) # 获取玩家经验值数据 func get_player_experience(player: Dictionary) -> int: return player["player_asset_experience"] # 获取玩家经验值百分比数据 func get_player_experience_percentage(player: Dictionary) -> float: return (float(player["player_asset_experience"]) / float(player["player_asset_experience_max"])) * 100 # 获取玩家经验值格式化数据 func get_player_experience_format(player: Dictionary) -> String: return str(player["player_asset_experience"]) + "/" + str(player["player_asset_experience_max"]) # 获取玩家生命值与职业格式化数据 func get_player_life_career_format(player: Dictionary) -> String: var career_level = "" if player["player_career"] == "warrior": career_level = "/Z" + str(player["player_asset_level"]) if player["player_career"] == "mage": career_level = "/M" + str(player["player_asset_level"]) if player["player_career"] == "taoist": career_level = "/T" + str(player["player_asset_level"]) return str(player["player_asset_life"]) + "/" + str(player["player_asset_life_max"]) + career_level # 获取玩家地图编号数据 func get_player_map_id(player: Dictionary) -> String: return player["player_map"] # 获取玩家地图名称数据 func get_player_map_name(player: Dictionary) -> String: return player["player_map_name"] # 获取玩家地图资源路径数据 func get_player_map_path(player: Dictionary) -> String: return Global.get_map_root_path() + player["player_map"] + "/" + player["player_map"] + ".tscn" # 获取玩家服饰在原编号数据 func get_player_clothe_id(player: Dictionary) -> String: return player["player_body_clothe"] # 获取玩家服饰资源路径数据 func get_player_clothe_path(player: Dictionary) -> String: return Global.get_clothe_root_path() + player["player_body_clothe"] + "/" + player["player_gender"] + ".tscn" # 获取玩家服饰资源数据 func loader_player_clothe_resource(player: Dictionary) -> AnimatedSprite2D: var clothe_path = get_player_clothe_path(player) var clothe_loader = load(clothe_path).instantiate() clothe_loader.name = "Clothe" clothe_loader.speed_scale = Global.get_resource_speed_scale() return clothe_loader # 获取玩家武器资源编号数据 func get_player_weapon_id(player: Dictionary) -> String: return player["player_body_weapon"] # 获取玩家武器资源路径数据 func get_player_weapon_path(player: Dictionary) -> String: return Global.get_weapon_root_path() + player["player_body_weapon"] + "/" + player["player_gender"] + ".tscn" # 获取玩家武器资源数据 func loader_player_weapon_resource(player: Dictionary) -> AnimatedSprite2D: var weapon_path = get_player_weapon_path(player) var weapon_loader = load(weapon_path).instantiate() weapon_loader.name = "Weapon" weapon_loader.speed_scale = Global.get_resource_speed_scale() return weapon_loader # 获取玩家翅膀资源编号数据 func get_player_wing_id(player: Dictionary) -> String: return player["player_body_wing"] # 获取玩家翅膀资源路径数据 func get_player_wing_path(player: Dictionary) -> String: return Global.get_wing_root_path() + player["player_body_wing"] + "/" + player["player_gender"] + ".tscn" # 获取玩家翅膀资源数据 func loader_player_wing_resource(player: Dictionary) -> AnimatedSprite2D: var wing_path = get_player_wing_path(player) var wing_loader = load(wing_path).instantiate() wing_loader.name = "Wing" wing_loader.speed_scale = Global.get_resource_speed_scale() return wing_loader